Episodes

Thursday Aug 08, 2019
PLC6 - In the Nick of Time
Thursday Aug 08, 2019
Thursday Aug 08, 2019
How can games recover from a poor launch, and what are the different communications and development strategies used for Fallout 76, Final Fantasy XIV, Fortnite or No Man's Sky?
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Comments (1)
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Great podcast as usual =). I don't totally agree about R6:Siege, it was a disaster at launch, for real. Technically it was so bad : the netcode, the hitboxes, the glitches, the anti-cheat which only "warned" cheaters. R6 only survived because the core gameplay was really good, and the community with small influencers keep playing the game even if it was a pain in the ass. And when Ubisoft finally reacted and patched it, the game exploded. Also I agree with Marcel, Todd is amazing in conference. But don't forget that before Sean Murray, Todd and Peter Molyneux, were consider the biggest bullshiters of the industry. I remember Todd talking about procedural quests in Skyrim or the infamous "It just works!" about fallout. I agree that he was always more professional than Sean. But he lied a lot too. This is why I found the comment of Basti about "personality taking too much place in communication over games nowadays", really true. Even if it's important to know the studios behind the games, you can't boycott a game because of one guy. But Marcel is right, communication is important. PS: Richard and Marcel were so funny this episode xD. Keep up the good work guys! This podcast is really a gem, thank you for sharing your experiences with us, it's enlighting on so many levels.
Saturday Aug 24, 2019
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